public void BuyPriAmmo() { PlayerWeapons weapon = playerWeapon.GetComponent <PlayerWeapons>(); BulletInventory bullets = playerWeapon.GetComponent <BulletInventory>(); if (bullets.GetPriTotalBullets() < bullets.GetPriMaxTotalBullets()) { int BulletsToBuy = bullets.GetPriMaxTotalBullets() - bullets.GetPriTotalBullets(); int CashNeeded = 20 * BulletsToBuy; // if hvae enough money to fill up to max total bullets if (weapon.GetCash() >= CashNeeded) { weapon.AddCash(-CashNeeded); bullets.SetPriTotalBullets(bullets.GetPriMaxTotalBullets()); } else { // Not enough money to buy all of the "needed to fill up to max total bullets" // So we buy until have no money int BulletsICanBuy = weapon.GetCash() / 20; weapon.AddCash(-(BulletsICanBuy * 20)); bullets.SetPriTotalBullets(bullets.GetPriTotalBullets() + BulletsICanBuy); } } }
public void BuySecAmmo() { PlayerWeapons weapon = playerWeapon.GetComponent <PlayerWeapons>(); BulletInventory bullets = playerWeapon.GetComponent <BulletInventory>(); if (weapon.GetSecWeapon() == "228 Compact") { if (bullets.GetSecTotalBullets() < bullets.GetSecMaxTotalBullets()) { int BulletsToBuy = bullets.GetSecMaxTotalBullets() - bullets.GetSecTotalBullets(); int CashNeeded = 7 * BulletsToBuy; // if hvae enough money to fill up to max total bullets if (weapon.GetCash() >= CashNeeded) { weapon.AddCash(-CashNeeded); bullets.SetSecTotalBullets(bullets.GetSecMaxTotalBullets()); } else { // Not enough money to buy all of the "needed to fill up to max total bullets" // So we buy until have no money int BulletsICanBuy = weapon.GetCash() / 7; weapon.AddCash(-(BulletsICanBuy * 7)); bullets.SetSecTotalBullets(bullets.GetSecTotalBullets() + BulletsICanBuy); } } } else if (weapon.GetSecWeapon() == "Desert Eagle") { if (bullets.GetSecTotalBullets() < bullets.GetSecMaxTotalBullets()) { int BulletsToBuy = bullets.GetSecMaxTotalBullets() - bullets.GetSecTotalBullets(); int CashNeeded = 28 * BulletsToBuy; // if hvae enough money to fill up to max total bullets if (weapon.GetCash() >= CashNeeded) { weapon.AddCash(-CashNeeded); bullets.SetSecTotalBullets(bullets.GetSecMaxTotalBullets()); } else { // Not enough money to buy all of the "needed to fill up to max total bullets" // So we buy until have no money int BulletsICanBuy = weapon.GetCash() / 28; weapon.AddCash(-(BulletsICanBuy * 28)); bullets.SetSecTotalBullets(bullets.GetSecTotalBullets() + BulletsICanBuy); } } } }
public void BuyPistol2() { PlayerWeapons weapon = playerWeapon.GetComponent <PlayerWeapons>(); if (weapon.GetCash() - 200 >= 0) { weapon.AddCash(-200); weapon.SetSecWeapon("Desert Eagle"); } }
public void BuyPistol1() { PlayerWeapons weapon = playerWeapon.GetComponent <PlayerWeapons>(); if (weapon.GetCash() - 100 >= 0) { weapon.AddCash(-100); weapon.SetSecWeapon("228 Compact"); } }
public void BuyRifle2() { PlayerWeapons weapon = playerWeapon.GetComponent <PlayerWeapons>(); if (weapon.GetCash() - 700 >= 0) { weapon.AddCash(-700); weapon.SetPriWeapon("M4A1"); } }
public void BuyRifle1() { PlayerWeapons weapon = playerWeapon.GetComponent <PlayerWeapons>(); if (weapon.GetCash() - 600 >= 0) { weapon.AddCash(-600); weapon.SetPriWeapon("AK-47"); } }